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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

暴力網遊對中國內地青少年影響的實證研究. / Effect of violent online games on adolescents: an empirical study in mainland China / CUHK electronic theses & dissertations collection / Bao li wang you dui Zhongguo nei di qing shao nian ying xiang de shi zheng yan jiu.

January 2013 (has links)
隨著網絡游戲産業在中國的蓬勃發展以及網絡游戲在青少年中的盛行,網絡游戲中的暴力元素對青少年的影響也日益成爲各方關注的焦點。當前國內外的研究多爲行爲層面的效果探討,且未達成共識。本研究以涵化理論爲理論框架,討論暴力網絡游戲對青年認知、態度、情感等層面的影響,同時考察玩家的暴力經驗與網游的認知真實這兩個調節變量的作用。在此基礎上進一步探討暴力網游的“第三順序(third order)涵化效果--即對玩家暴力意圖的影響。 / 研究采用量化的問卷調查法,針對廣州市的中學生進行分層整群抽樣,樣本量爲518人。同時,以《魔獸世界》這一最受歡迎的網絡游戲爲例,分析暴力元素的展現特點以及暴力的叙事策略。 / 結果顯示,在青少年中大受歡迎的網絡遊戲,以暴力網遊爲主。暴力網游對玩家個人層面的暴力認知沒有顯著影響,社會層面的暴力認知的涵化效果僅部分成立。暴力網游的接觸量與玩家的恐懼感之間也沒有顯著正相關關係。但是另外一方面,暴力網游在“卑鄙世界綜合症、暴力態度、移情水平以及暴力意圖等方面,具有顯著的涵化效果。具體而言,玩家的暴力網游的接觸量越大,則越傾向于認爲世界是卑鄙的,他人是不值得信任的,對暴力的贊同度越高,移情水平越低,且越傾向于採取暴力行爲作爲解决矛盾衝突的手段。本文還分析了暴力網游的涵化效果與電視涵化效果的异同,給出了合理的解釋。 / 此外,本研究還利用結果方程模型對暴力網游接觸量、暴力態度、移情和暴力意圖四者之間的關係進行了探索性研究,優化後的模型顯示,暴力網游接觸量對暴力意圖既有直接正面影響,也通過影響暴力態度從而間接對暴力意圖産生影響。暴力網游接觸量還與移情有顯著負相關,但移情則與暴力意圖無顯著相關。該模型驗證了暴力網游的第三順序的涵化效果。 / With the development of online games in Mainland China and the popularity of them among adolescents,the effects of violent games on this group arise more and more attention. Researches talk more about the effect on adolescent’s behavior, and cannot confirm the causal relations between violent online games and aggression. Based on cultivation theory, the current study mainly investigated the effects of violent online games on adolescents from cognitive, attitudinal and affective perspective, and also tested the moderating effect of players’ violent experiences and perceived reality of online games. Moreover, this study explored the third order cultivation effect of violent online games, which refers to whether online game playing will affect players’ intentions to solve problems with aggressive behaviors. / This study adopted quantitative questionnaire surveys among adolescents as the main research method, supplemented by qualitative textual analysis. By selecting World of Warcraft, which is the most popular MMORPG game among players, this study analyzed the characteristics of how the violent elements are demonstrated and also the narrative strategies of violence. Questionnaire surveys were conducted based on a stratified cluster sampling of eight middle schools in Guangzhou. The final sample consisted of 518 adolescents. / The findings show that most popular games among adolescents are violent. Violent online games did not predicted significant violent beliefs on personal level, and partly predicted violent beliefs on societal level. Violent online game playing was not significantly associated with players’ fear of crime. However, on the other hand, the cultivation effects of violent online games on mean world syndrome, attitude toward violence, empathy and violent intentions are supported. / Adolescents who play more violent online games are more inclined to think that the world is mean,others are not worth trusted. More playing are also associated with more proviolent attitude, lower empathy, and more violent intentions. Based on these findings, the differences and similarities of cultivation effects between TV viewing and game play are analyzed. / This study also conducted an exploratory research on the relationships among violent online games playing, attitudes toward violence, empathy and violent intentions by using Structural Equation Modeling. It is found that violent online games playing directly influenced intentions, and also indirectly influenced intentions through its effects on attitude towards violence. Violent online game playing is negatively associated with empathy,but empathy is not significantly associated with intentions. The final modified model confirmed the third order cultivation effect of violent online games. / Detailed summary in vernacular field only. / Detailed summary in vernacular field only. / Detailed summary in vernacular field only. / Detailed summary in vernacular field only. / 陳韵博. / "2013年5月". / "2013 nian 5 yue". / Thesis (Ph.D.)--Chinese University of Hong Kong, 2013. / Includes bibliographical references (leaves 339-359). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract in Chinese and English. / Chen Yunbo. / 摘要 --- p.i / Abstract --- p.ii / 致谢 --- p.iv / 目录 --- p.v / 圖示及表格索引 --- p.xi / Chapter 第一章 --- 研究背景介绍 --- p.1 / Chapter 1.1 --- 選題背景 --- p.1 / Chapter 1.1.1 --- 網絡遊戲的迅猛發展 --- p.1 / Chapter 1.1.2 --- 網絡遊戲成爲青少年的主要娛樂方式 --- p.2 / Chapter 1.1.3 --- 青少年喜歡的網遊多有暴力成分 --- p.4 / Chapter 1.1.4 --- 暴力遊戲的盛行與青少年犯罪 --- p.6 / Chapter 1.1.5 --- 社會各界的反應 --- p.9 / Chapter 1.1.6 --- 暴力網遊真的十惡不赦嗎? --- p.14 / Chapter 1.2 --- 研究問題與研究價值 --- p.16 / Chapter 1.2.1 --- 研究問題 --- p.16 / Chapter 1.2.2 --- 研究價值 --- p.19 / Chapter 1.3 --- 研究框架 --- p.20 / Chapter 第二章 --- 文獻綜述(一):媒介暴力效果研究 --- p.23 / Chapter 2.1 --- 西方媒介暴力效果研究的歷史沿革 --- p.23 / Chapter 2.1.1 --- 電影與暴力:佩恩基金會的研究 --- p.23 / Chapter 2.1.2 --- 漫畫暴力 --- p.25 / Chapter 2.1.3 --- 電視暴力的效果研究 --- p.27 / Chapter 2.1.4 --- 暴力電子游戲 --- p.34 / Chapter 2.1.5 --- 小結 --- p.39 / Chapter 2.2 --- 媒介暴力效果研究相關理論 --- p.41 / Chapter 2.2.1 --- 解釋媒介暴力短期效果的理論 --- p.41 / Chapter 2.2.2 --- 解釋媒介暴力長期效果的理論 --- p.44 / Chapter 2.2.3 --- 媒介暴力的治療和抑制效果:淨化理論(Catharsis Theory) --- p.53 / Chapter 2.2.4 --- 小結 --- p.55 / Chapter 2.3 --- 中國內地的媒介暴力研究 --- p.56 / Chapter 2.3.1 --- 中國學術研究語境中的“媒介暴力 --- p.56 / Chapter 2.3.2 --- 中國內地的媒介暴力研究 --- p.58 / Chapter 2.3.3 --- 中國內地媒介暴力效果的量化實證研究 --- p.60 / Chapter 2.4 --- 暴力的定義 --- p.63 / Chapter 第三章 --- 文獻回顧二:涵化理論 --- p.67 / Chapter 3.1 --- 涵化理論的發展歷程 --- p.67 / Chapter 3.1.1 --- 發展期(1968-1978) --- p.68 / Chapter 3.1.2 --- 挑戰期(1978-1990) --- p.75 / Chapter 3.1.3 --- 理論發展期(1990-2000) --- p.83 / Chapter 3.1.4 --- 涵化理論的發展現狀(2000-2010) --- p.87 / Chapter 3.2 --- 中國內地和港臺地區的涵化效果研究. --- p.91 / Chapter 3.2.1 --- 中國內地的涵化效果研究 --- p.91 / Chapter 3.2.2 --- 港臺地區的涵化研究 --- p.96 / Chapter 3.3 --- 涵化理論在暴力網絡遊戲中的適應性 --- p.100 / Chapter 3.3.1 --- 涵化理論運用於網絡遊戲所面臨的挑戰 --- p.100 / Chapter 3.3.2 --- 暴力網遊的涵化研究:當前的文獻 --- p.104 / Chapter 第四章 --- 研究假設和研究問題 --- p.106 / Chapter 4.1 --- “延伸的涵化效果 --- p.106 / Chapter 4.2 --- 與暴力相關的涵化變量 --- p.107 / Chapter 4.3 --- 不同變量的涵化效果强度 --- p.109 / Chapter 4.4 --- 研究假設與研究問題 --- p.112 / Chapter 4.5 --- 調節變量的影響 --- p.121 / Chapter 第五章 --- 研究方法 --- p.125 / Chapter 5.1 --- 數據收集過程 --- p.125 / Chapter 5.1.1 --- 焦點小組 --- p.125 / Chapter 5.1.2 --- 問卷調查 --- p.126 / Chapter 5.2 --- 變量的測量 --- p.129 / Chapter 5.2.1 --- 自變量:暴力網絡游戲的接觸量 --- p.130 / Chapter 5.2.2 --- 因變量 --- p.131 / Chapter 5.2.3 --- 控制變量 --- p.135 / Chapter 5.2.4 --- 調節變量 --- p.136 / Chapter 5.3 --- 數據處理方法 --- p.140 / Chapter 5.3.1 --- 多元分層回歸分析 (Hierarchical Regression Analysis) --- p.140 / Chapter 5.3.2 --- 結構方程模型 --- p.141 / Chapter 第六章 --- 理解游戲世界 --- p.147 / Chapter 6.1 --- 網絡游戲簡介 --- p.147 / Chapter 6.1.1 --- 網絡游戲及其分類 --- p.147 / Chapter 6.1.2 --- 網絡游戲的魅力 --- p.149 / Chapter 6.2 --- 走近暴力網游 --- p.151 / Chapter 6.2.1 --- 網絡游戲中暴力的根源 --- p.151 / Chapter 6.2.2 --- 暴力網絡游戲的影響機制 --- p.152 / Chapter 6.3 --- 網絡游戲中的暴力--以《魔獸世界》爲例 --- p.153 / Chapter 6.3.1 --- 選擇《魔獸世界》的理由 --- p.154 / Chapter 6.3.2 --- 從整體規劃看《魔獸世界》中暴力的特點 --- p.156 / Chapter 6.3.3 --- 從角色技能看暴力的展現 --- p.162 / Chapter 6.3.4 --- 從視覺角度看《魔獸世界》中的暴力場景 --- p.163 / Chapter 6.3.5 --- 游戲世界之外的暴力 --- p.167 / Chapter 第七章 --- 研究發現 --- p.169 / Chapter 7.1 --- 量表的信度和效度 --- p.169 / Chapter 7.1.1 --- 信度 --- p.169 / Chapter 7.1.2 --- 效度 --- p.171 / Chapter 7.1.3 --- 本研究量表的信度和效度 --- p.173 / Chapter 7.2 --- 青少年網絡行爲基本描述 --- p.185 / Chapter 7.2.1 --- 平均每周上網時間 --- p.185 / Chapter 7.2.2 --- 網上活動 --- p.186 / Chapter 7.2.3 --- 玩網絡游戲的歷史 --- p.187 / Chapter 7.2.4 --- 游戲地點 --- p.187 / Chapter 7.2.5 --- 最受歡迎的網絡游戲 --- p.188 / Chapter 7.2.6 --- 網絡游戲花費 --- p.189 / Chapter 7.2.7 --- 父母監督 --- p.192 / Chapter 7.3 --- 變量的基本描述 --- p.193 / Chapter 7.3.1 --- 自變量:暴力網游接觸量 --- p.193 / Chapter 7.3.2 --- 調節變量 --- p.195 / Chapter 7.3.3 --- 因變量 --- p.197 / Chapter 7.4 --- 變量之間的相關分析 --- p.211 / Chapter 7.4.1 --- 自變量與調節變量的相關分析 --- p.211 / Chapter 7.4.2 --- 因變量與調節變量的相關分析 --- p.213 / Chapter 7.5 --- 涵化基本假設的檢驗 --- p.222 / Chapter 7.5.1 --- 暴力網游接觸量與個人層面的暴力認知 --- p.222 / Chapter 7.5.2 --- 暴力網游接觸量與社會層面的暴力認知 --- p.232 / Chapter 7.5.3 --- 暴力網游接觸量與卑鄙世界綜合症 --- p.249 / Chapter 7.5.4 --- 暴力網游接觸量與暴力態度 --- p.253 / Chapter 7.5.5 --- 暴力網游接觸量與移情水平 --- p.257 / Chapter 7.5.6 --- 暴力網游接觸量與暴力意圖 --- p.261 / Chapter 7.5.7 --- 暴力態度與暴力意圖之間的關係檢驗 --- p.264 / Chapter 7.5.8 --- 移情水平與暴力意圖之間的關係檢驗 --- p.266 / Chapter 7.5.9 --- 暴力網游接觸量與對犯罪的恐懼 --- p.267 / Chapter 7.5.10 --- 本節小結 --- p.269 / Chapter 7.6 --- 第三順序的涵化效果:結構方程模型的檢驗結果 --- p.272 / Chapter 7.6.1 --- 驗證性因子分析 --- p.273 / Chapter 7.6.2 --- 結構方程模型的檢驗結果 --- p.276 / Chapter 第八章 --- 總結與討論 --- p.287 / Chapter 8.1 --- 研究結果總結 --- p.287 / Chapter 8.1.1 --- 暴力網遊的吸引力 --- p.287 / Chapter 8.1.2 --- 暴力網遊對青少年的涵化效果. --- p.289 / Chapter 8.1.3 --- 小結 --- p.295 / Chapter 8.2 --- 本研究的理論價值 --- p.298 / Chapter 8.3 --- 本研究的方法創新 --- p.305 / Chapter 8.4 --- 本研究的現實啓示 --- p.306 / Chapter 8.4.1 --- 網絡遊戲的暴力性評估和分級制度 --- p.306 / Chapter 8.4.2 --- 青少年的網絡媒介素養教育 --- p.313 / Chapter 8.4.3 --- 對社會各界的啓示 --- p.315 / Chapter 8.5 --- 研究局限與未來的方向 --- p.320 / Chapter 8.5.1 --- 本研究的局限 --- p.320 / Chapter 8.5.2 --- 未來的研究方向 --- p.324 / Chapter 附錄 --- 問卷 --- p.327 / 參考文獻 --- p.339

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